Scenario Design 101 - Art of War #6 - Choosing Units

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skukko
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Post by skukko »

Boss wants more hints :D ...

TheZel: You were tweaking vi.hexes. Here is some IMHO: AI reads upper flags info. AI/engine understands properly only two differend VO-state. But very IMHO, don't have any proof or document of this :( AI gets broken in early stage if its troops:- Can't conquer VO's in number of turns left. Adding some turns as a ghost turns could help, as well late coming reinforcements because AI gets broken if under 25% of its troops don't pass morale check. ( This is reason why sometimes AI is broken in turn 7 and then in turn 8 it is not broken ;) ) Don't have doc. or proofs of this either but played some and noted. Last adjustments to VO's values is what I have used to get that slight draw to marginal victory. You also can try to rise value of some AIs troops that gets surely killed. This is done in unit -level, 'D'-key in scen-editor; cost of the unit. But then you'll have to be carefull: If you rise single tanks cost to say 300, it does not go to flag whats value is under 50% of tanks value. But this adds certain randomness to its behavior, and one reason why I use it in some scenarios what are quite simple otherwise.(IMHO here too, just checked these things many times.)

I'll have to go now, but here is little to test and think.

mosh :D
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mosh

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Wild Bill
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Post by Wild Bill »

I intend to deal with this in more detail, Zel in our next lesson.

Balance is hard to achieve and takes time and practice.

It can be done, however, and I know you can do it.

Now, a German glider landing, so I assume this is a German attack and a ? defend, is that correct?

TO make sure that you don't have a premature ending, set the morale in your A0 Unit of both sides at 120. Save.

Now, for assault defend, the attacker normally should have 1/3 more points at least than the defender.

But a lot of things come into play here. Who are the Germans fighting? How long is the battle?

Of course, the victory points setting is another factor as has been mentioned.

Wait for the lesson next Monday and see if you can get some more insight from it for this.

Wild Bill
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ectizen
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Post by ectizen »

mosh: I've thought of something that may be a more elegant solution to your temporary truck exclusion problem. Let me first say that I don't know for sure if this would work (my scenario design attempts haven't been that advanced - but that's changing - thanks WB! :) ). My idea is to designate the trucks as reinforcements, and have them turn up a couple of turns after the battle (ie. for a 15 turn battle, they'd "arrive" during turn 17). If the scenario editor will let you do this, it should keep the trucks completely off the battlefield.

Like I said, I don't know if this is possible, but it'd be worth a try :)
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Possum
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Post by Possum »

Hello all.
Could this be the way to get Dismounted motorcycle troops?
1) Buy your motorcycle troops as per normal.
2) Make the troopers bail out of the motorcycles using the 9 key
3)Save, then transfer/alter the save to a scenario.
4) Use scenario editor to give the crew the appropriate infantry weapons and proficencies.
5) save, transfer/alter back to a save.
6) open save, and load the troopers back onto the abandoned motorcycles.
And hopefully VOILA. The next time they dismount, They'll have a full set of infantry weapons.
I must try this out sometime this weekend, unless, someone else gets to this first. :)
"We're having a war, and we want you to come!"
So the pig began to whistle and to pound on a drum.
"We'll give you a gun, and we'll give you a hat!"
And the pig began to whistle when they told the piggies that.
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RockinHarry
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Post by RockinHarry »

Originally posted by Possum:
Hello all.
Could this be the way to get Dismounted motorcycle troops?
1) Buy your motorcycle troops as per normal.
2) Make the troopers bail out of the motorcycles using the 9 key
3)Save, then transfer/alter the save to a scenario.
4) Use scenario editor to give the crew the appropriate infantry weapons and proficencies.
5) save, transfer/alter back to a save.
6) open save, and load the troopers back onto the abandoned motorcycles.
And hopefully VOILA. The next time they dismount, They'll have a full set of infantry weapons.
I must try this out sometime this weekend, unless, someone else gets to this first. :)
Hi all,

possum: nice idea and it works for some other tricks and setups, but unfortunately not here. I already tried that some time ago.

Problem is that game does not keep track of crews and their ordnance seperately. (Actually ordnance does not exist anymore for game, once it is without a crew...just the graphic remains) Once your edited crew enters(?) its abandoned ordnance again, it looses any edits to it (weapons at least) and reverts to the standard national crew with its "misc weapons" in slot one.

What you can do with these "pregame" crews, is to have them recrew their ordnance at a set time! Give them reaction turn, objective flag and/or waypoints and have fun...

"Alarm", the ivan (kraut, tommy, Ami..)attacks!!....gun/tank crews are rushing to their weapons... :eek:

Use your imagination in how to use this in scenario design. :)

BTW: Life still can be much easier if using Freds Editor for some purposes, but I think this is something for later lesson. (as topic here is choosing, not editing)
___________
Harry

[ May 11, 2001: Message edited by: RockinHarry ]
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Post by RockinHarry »

Originally posted by ectizen:
mosh: I've thought of something that may be a more elegant solution to your temporary truck exclusion problem. Let me first say that I don't know for sure if this would work (my scenario design attempts haven't been that advanced - but that's changing - thanks WB! :) ). My idea is to designate the trucks as reinforcements, and have them turn up a couple of turns after the battle (ie. for a 15 turn battle, they'd "arrive" during turn 17). If the scenario editor will let you do this, it should keep the trucks completely off the battlefield.

Like I said, I don't know if this is possible, but it'd be worth a try :)
Hi ectizen,

nice you´re back. How are projects going? :)

Your idea is as good as simple, I think this should work although I din´t try that yet. Also campaign games should eat this one...I think mosh will definitely give this one a try! :D

(I´m still downloading the 5.0/5.01 stuff, so I don´t know if there are changes on this.)

___________
Harry
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skukko
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Post by skukko »

ok, ectizen you said it :D It was too close to get unto mind. Thanks. ( It should work. )

Rockin Harry give us more tricks ;) That dug-in was nice...

Game does handle crews as one class with same behavior, unless you'll cheat it like Harry suggested...

Nothing to now.

mosh
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Post by ectizen »

Originally posted by RockinHarry:
Hi ectizen,

nice you´re back. How are projects going? :)
Let me answer that this way: after escaping my unreasonable work obligations, a "friend" introduced me to the game Black & White. I have been distracted ;)
That reminds me: Hey Matrix guys! How about adding to the next SP:WAW mouse-gesture based command input, and a giant cow that I can train to eat tanks? :eek:

Play time is over. Work on the various projects is resuming...
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TheZel66
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Post by TheZel66 »

Wild Bill,
My scenerio is German assault vs. British Defend JUly 1940.. I'll save my other questions for next lesson. BTW, I tried your hint about increasing HQ unit's morale to 120. I also changed the map to "soften" the initial glider landing zone, and that has helped remove the quick end. Thanks!

On another note, I read in the manual that Command posts reduce suppression for other friendly units. That's all I can find on the topic of Command Posts. Can anyone expand on the use? Radius of effect?? Does it reduce suppression overall, or does it reduce suppression from certain kinds of attacks better than others (tanks, bombardment, infantry assault, etc...)

Thanks for the help..
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Post by dfsrusa »

Wild Bill,

In version 4.5 scenario Moment of Truth

X0 is Pz Grenadier III rifle squad
X1 and X2 Stug42s

AE0 rifle squad
AE1 and AE2 Stug42s
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Post by Wild Bill »

Thank you Dfrusa! I'll fix those.

Zel, I can't really say with authority about the CPs. They are a formation to themselves and following game logic I don't see how they can influence any units except those in their formation. Since there aren't any (unless you add them), I don't think there is any extra influence.

Morale influence works uphill.

Example. Rifle squad B3 takes a morale check using squad leader. It then check with platoon leader (B0). Failing that it checks with the overall leader (A0). Notice however that any morale checks done by leaders outside the unit can only be done IF both units have radios OR if the broken unit is within three hexes of the leader above him.

I hope that is clear (Yeah, Right!
:confused: )

Wild Bill
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